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Agent Skill · 研究检索

game-build-log-triage(游戏构建日志分类)

game-build-log-triage 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

game-build-log-triage 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为执行命令;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 41,921。

总安装 1,126周安装 46GitHub Stars 11下载 361核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-build-log-triage(游戏构建日志分类)
来源仓库:https://github.com/akillness/oh-my-skills
仓库路径:skills/game-build-log-triage
安装命令:
npx skills add https://github.com/akillness/oh-my-skills --skill game-build-log-triage
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/akillness/oh-my-skills --skill game-build-log-triage

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

用于查找、检索和筛选相关信息,支持基于关键词快速定位候选结果。适用于在游戏构建过程中根据日志关键词快速定位问题或解决方案时。安装方式:GitHub 仓库,命令为 npx skills add akillness/oh-my-skills --skill game-build-log-triage。

使用前建议核对原始 README 以确认具体功能和使用方法。注意权限范围和维护状态,避免触发联网、命令执行或文件读写操作。

来源仓库内路径:skills/game-build-log-triage

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/akillness/oh-my-skills --skill game-build-log-…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要执行命令,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

game-build-log-triage 怎么安装?

在终端执行 npx skills add https://github.com/akillness/oh-my-skills --skill game-build-log-triage。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

game-build-log-triage 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

game-build-log-triage 需要什么权限?

权限级别是执行命令。安装流程涉及命令执行,可能通过 npx skills add https://github.com/akillness/oh-my-skills --skill game-build-log-triage 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

game-build-log-triage 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

game-build-log-triage 用的人多吗?

公开数据是累计安装 1,126 次,近一周安装 46 次,下载 361 次,GitHub 11 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

game-build-log-triage 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 需要执行命令,装到常用环境前要先评估影响面。
  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 不能接受 Skill 在你机器上执行命令的人。
  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
game-build-log-triage

游戏构建日志分类 · 本页

1,12611执行命令未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Game Build Log Triage

Use this skill to turn noisy Unity and Unreal logs into a short, prioritized debugging brief.

The goal is not to explain every line. The goal is to find the first non-cascading failure, identify the most likely subsystem, and tell the user what to inspect next.

Read references/engine-patterns.md before classifying unfamiliar engine-specific errors.

If the user is not asking about one failing log but about repeated CI instability, cache policy, packaging workflow shape, or release automation for Unity/Unreal projects, route that broader workflow design work to game-ci-cd-pipeline after or alongside this triage.

When to use this skill

  • Unity build, import, compile, package, or play-mode startup failures
  • Unreal build, UBT/UHT, cook, package, shader, plugin, or module failures
  • CI logs from game projects where the raw output is long and noisy
  • Asset moves, redirectors, missing references, .meta/GUID, module, or plugin breakages
  • Users who provide Editor.log, package output, BuildCookRun logs, stack traces, or console excerpts and want the next debugging steps

Instructions

Step 1: Confirm the engine and log scope

  1. Detect whether the material is mainly Unity, Unreal, or mixed/unknown.
  2. Record the log source when visible:

- Unity: Editor.log, Console output, package manager output, player build output, CI transcript - Unreal: UBT/UHT output, cook/package logs, Output Log, Message Log, crash log, CI transcript

  1. Identify the time window or failing command if present.
  2. If the log is huge, focus first on:

- lines containing error, exception, fatal, failed, UHT, UBT, NullReferenceException, MissingReferenceException, Cook failed, AutomationTool exiting, Script compilation error - the first error cluster before a flood of repeated follow-on errors

Step 2: Find the first actionable failure

Work top-down and separate root-cause candidates from cascade noise.

Use this decision order:

  1. Hard stop / fatal line — first line that clearly aborts the run
  2. Configuration or dependency blocker — missing module, SDK, package, plugin, target, or assembly definition
  3. Compile/reflection blocker — C# compiler error, UHT/UBT error, macro/reflection issue, missing symbol, duplicate class, circular dependency
  4. Asset/reference blocker — missing asset, redirector fallout, GUID/meta mismatch, bad import, broken prefab/Blueprint reference
  5. Environment/platform blocker — Android/iOS/console SDK issue, signing/provisioning, toolchain path, unsupported target
  6. Secondary noise — repeated exceptions, retries, or downstream "could not complete" messages

Do not summarize 20 symptoms as if they are 20 causes.

Step 3: Classify the failure bucket

Map the log to one primary bucket and optional secondary bucket.

Primary buckets

  • compile-code
  • compile-reflection
  • asset-reference
  • package-plugin-config
  • platform-sdk
  • build-pipeline-state
  • runtime-startup
  • unknown-needs-more-context

Typical Unity mappings

  • CS0246, CS0103, Assembly has reference to non-existent assembly → compile-code or package-plugin-config
  • MissingReferenceException, NullReferenceException during import/build, missing GUID/meta issues → asset-reference
  • Package Manager resolution failures, invalid asmdef references, scripting define mismatch → package-plugin-config
  • Android SDK/JDK/Gradle/Xcode signing failures → platform-sdk

Typical Unreal mappings

  • Unable to instantiate module, missing plugin/module, bad .Build.cs, target rules failures → package-plugin-config
  • UHT/UObject/reflection macro errors, generated code issues → compile-reflection
  • Cook failed, missing content, redirector/moved asset fallout → asset-reference or build-pipeline-state
  • Visual Studio/toolchain/SDK/platform packaging blockers → platform-sdk

Step 4: Produce the triage brief

Return a concise report with this exact structure:

# Game Log Triage

## Engine
- Unity | Unreal | Mixed/Unknown

## Log scope
- Source: ...
- Failing command/stage: ...
- Confidence: high | medium | low

## First actionable failure
- Line or excerpt: `...`
- Why it matters: ...
- Why later errors look secondary: ...

## Classification
- Primary bucket: ...
- Secondary bucket: ...

## Most likely root cause
- 1-3 sentence explanation grounded in the log

## Next checks
1. ...
2. ...
3. ...

## Files / settings to inspect
- ...
- ...
- ...

## Safe follow-up commands

optional read-only inspection commands only


## What not to do yet

- Avoid shotgun cleanup or broad asset deletion until the primary blocker is verified

Step 5: Tailor the next checks to the engine

For Unity, prefer checks like:

  • Packages/manifest.json, Packages/packages-lock.json
  • .asmdef references and scripting define symbols
  • ProjectSettings/, platform build settings, signing/toolchain paths
  • recent asset moves, .meta files, GUID stability, prefab/scene references
  • the first compiler error before any NullReferenceException flood

For Unreal, prefer checks like:

  • .uproject, plugin enablement, Source/*/*.Build.cs, target files
  • first UBT/UHT error before package/cook fallout
  • redirectors, missing assets, moved content, generated code mismatches
  • platform SDK/toolchain prerequisites and AutomationTool stage
  • whether the failure started after renaming classes/assets or changing modules/plugins

Step 6: Escalate carefully when evidence is weak

If the log excerpt is too short or starts mid-cascade:

  1. Say that confidence is low.
  2. Ask for the earliest error cluster or the failing command section.
  3. List the minimum extra context required:

- first 50-150 lines around the first error - engine version - target platform - whether the breakage followed code/package/asset/plugin changes

Do not pretend certainty from a truncated excerpt.

Output format

Always return a short debugging brief, not a stream-of-consciousness analysis.

Required qualities:

  • prioritize the first actionable blocker
  • separate root cause from cascade noise
  • keep the report under roughly 250-400 words unless the user asks for more
  • include file paths/settings to inspect when the engine suggests them
  • keep shell suggestions read-only unless the user explicitly asks for fixes

Examples

Example 1: Unity compile + package drift

Input

Unity build failed after we updated a package. The log shows CS0246: The type or namespace name 'InputSystem' could not be found and then dozens of NullReferenceException lines.

Output sketch

  • Engine: Unity
  • First actionable failure: CS0246 for InputSystem
  • Classification: package-plugin-config
  • Root cause: package or asmdef reference drift is blocking compilation; the later null refs are likely fallout from the failed compile/import state
  • Next checks:

1. confirm Packages/manifest.json still includes the Input System package 2. inspect asmdef references for the affected assembly 3. verify scripting define symbols or package migration notes

Example 2: Unreal cook failure after asset moves

Input

Unreal cook started failing after we renamed folders. The log shows Cook failed and multiple missing asset warnings.

Output sketch

  • Engine: Unreal
  • First actionable failure: earliest missing asset / redirector-related line before Cook failed
  • Classification: asset-reference
  • Root cause: moved content likely left broken references or redirectors that were not fixed up before cook
  • Next checks:

1. inspect moved asset paths and redirectors 2. run a read-only audit of referenced missing assets from the log 3. verify whether plugin/content paths changed with the rename

Example 3: Unreal UHT blocker

Input

CI says UnrealHeaderTool failed after a refactor.

Output sketch

  • Engine: Unreal
  • First actionable failure: first UHT reflection/macros error, not later AutomationTool exit lines
  • Classification: compile-reflection
  • Root cause: header/reflection metadata mismatch during generated code step
  • Next checks:

1. inspect the referenced header and macro usage 2. compare recent renamed classes or moved modules 3. verify generated-code dependencies in the owning module

Best practices

  1. Lead with the earliest blocker — game-engine logs cascade badly.
  2. Name the subsystem — compile, reflection, asset/reference, plugin/config, or platform SDK.
  3. Prefer specific inspection targets over generic advice like "rebuild everything."
  4. Keep remediation safe-first — read-only commands and targeted checks before destructive cleanup.
  5. Treat asset moves as high-suspicion events in both engines.
  6. Explain confidence when the excerpt is partial or noisy.
  7. Use engine language the team already uses: asmdef, GUID/meta, UBT/UHT, redirectors, BuildCookRun, etc.

References

平台分布

Codex

34.31%
按下载量换算124

Claude

31.97%
按下载量换算115

Cursor

20.51%
按下载量换算74

Gemini CLI

8.84%
按下载量换算32

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/akillness/oh-my-skills --skill game-build-log-triage 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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